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Gunfire Summary
penetration value is twice the armor value then one armor point and
one hull point are removed, etc., up to the maximum damage of the
attacking gun.
If the penetration value is less than the hull armor then roll the
penetration value or less on a 10 sided die to remove one armor
point from the hull.
Major HitsIf a major hit is scored the percentile dice are rolled
again and the following chart is consulted:
Short
Medium
Long
Extreme
Distance
15"
30"
60"
100"
Smooth Bores
60%
33%
17%
10%
Rifles
70%
43%
27%
15%
Hit Location
01-55
56-70
71-85
86-95
96-00
Casemate/
Turret
Engine
Hull
Major
Critical
Steering
Pilot
Engines
Guns
Equipment
01-15
16-35
36-39
40-64
65-89
90-00
Mast falls to port. Due to the increased drag in the water, the ships speed
will be reduced by 3" each turn. The ships maximum speed will be reduced
to of normal. It takes two turns to clear away the damage. If the top masts
and sails are in place the ships current speed is reduced by 4" each turn and
it will take five turns to clear away the wreckage. if the ship was moving
under sails the fallen sails will also mask all firing to port.
51-00
Mast falls to starboard. Same as above but to the starboard side of the ship.
31-55
Rudder is jammed to port: the ship must make a port turn until fixed. There
is a 25% chance to fix during the repair phase
56-80
81-95
Tiller ropes shot away: The ship must continue its present course until fixed.
There is a 20% chance to fix during the repair phase.
96-00
Rudder post shot away: Screw and sailing ships must move straight ahead
until the crew can jury-rig a makeshift rudder. There is a 15% chance to get
the makeshift rudder in place. Once done, however, the ship can make turns
with a turning radius 3" larger than normal. Side-wheel paddle steamers that
have had their rudder shot away may make turns without a rudder with a
turning radius 2" larger than normal by reversing the direction of one of their
paddle-wheels. Double-Enders reverse direction and operate as normal. If
they receive this hit a second time they operate as a normal ship without a
rudder.
Boiler fires out. The ships speed will be decreased by 2" next turn.
Essentially the ship has no power for one turn so it cannot increase
speed to offset this decrease.
26-52 Boiler Hit: Boiler damaged, the ship fills with steam, no firing for 2
turns. Maximum speed is reduced to 75% for the rest of the game.
Take 1-10 crew hits.
53-72 Boiler Hit: Boiler damaged, 25% chance of boiler exploding any turn
ship travels at 50% or more of available maximum speed any time
during the rest of the game. If this hit is repeated then the boilers are
destroyed but there is no explosion.
72-90 Boiler Hit: Boiler damaged, the ship fills with steam, no firing for 2
turns. Boiler fires are out, no power next turn, maximum speed
reduced to 25% for the rest of the game. Take 1-10 crew hits.
91-95 Engines Destroyed: No power for the rest of the game. The ship will
coast to a stop and then begin drifting downstream.
96-00 Boiler explodes: Ship fills with steam, no firing for 2 turns, no power for
the rest of the game, ship takes 15 points of hull damage from
exploding boiler.
Critical HitsRoll on the following chart and apply the result found
in the Major Hit description. In addition the ship takes 5 hull points of
damage. A critical hit on a fort will destroy the gun it hit and one of
the guns adjacent to it. The entire fort will be silenced for the next 15 turns.
Critical Hits
Steering
Pilot
Engines
Gun
Magazine
01-24
25-39
40-64
65-94
95-00
Powder room filled with water, of ammunition destroyed. (If you are not
keeping track of ammunition, increase the rate of fire of all guns by one turn
to simulate the increased difficulty in getting powder and projectiles to the
guns.) If this hit is repeated then all remaining ammunition is destroyed.
68-00 Magazine explodes: ship destroyed. Any ship within 6" must check for fires
as if hit with shell.
Damage Application
Unless stated otherwise in the rules, damage done to a ship is not
applied until the end of the turn in which the damage occurs.
Loss of all GunsIn general, the loss of all guns does not effect a
vessel. The one exception to this rule is when a vessel has no guns
and no crew points. In this situation, the vessel must withdraw from
combat at its top speed towards its point of entry on the gaming
table.
Loss of all Crew factorsOnce all crew factors are destroyed
certain situations have automatic results:
21-45 Turret or Pivot Mechanism Jammed: Guns can be fired but not rotated.
During any turn in which this gun is not fired an attempt can be made
to repair the pivot or turret. (Note that no guns can be fired out of a
turret that is being repaired). There is a 25% chance of repairing a
turret and a 40% chance of repairing a pivot. Take 1 crew hit.
Being disarmed (except for howitzers and field guns) results in retreat at top speed.
46-60 Gun Crew Suppressed: The next firing of this gun is delayed by one
turn. Take 1 crew hit.
61-70 Sighting Mechanism Shot Away: Rate of fire for this gun is permanently
increased by one turn (i.e., 1:1=1:2, 1:2=1:3 etc.).
Being on fire with less than a 25% chance of putting out the fire and having no speed
points results in abandonment of the vessel.
6-15